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Dwarven SteamJunk's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #63 | 3.813 | 3.813 |
Graphics | #66 | 4.063 | 4.063 |
Overall | #97 | 3.859 | 3.859 |
Authenticity (use of resolution) | #103 | 4.563 | 4.563 |
Gameplay | #185 | 3.000 | 3.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Solo, was fun
Was the resolution a challenge?
Certainly it was
What did you learn?
Digged into 2d side of unity
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Comments
Nice game! I really like how the island looks and how it is generated. It was a bit hard to understand for me though.
Thanks!
I really liked your approach to generating the levels, but I kind of wish there was like a pre-generated tutorial level where I could learn to play the game without having to wait for a new level to generate each time I died. That being said, interesting game and I loved the minimalism of the art, it worked well given the 64x64 limit.
Thanks!
This game looks *gorgeous*, your tileset is *chef's kiss*. I adore the idea of digging runes. I just wish that the controls for digging were a little better—as another comment said, the crosshair is misaligned and so actually digging a rune is troublesome and a bit clunky. I would love to see post-jam improvements, because there is *so* much potential here!
Thank you! I will certainly update it post-jam
Congratulations on making this game ! I've played your game during a live that you can watch here :
The live is timestamped so you can go directly to your game.
Unfortunately I had difficulties to start the game and then understand it. I hope the feedback and live reactions will still be useful. Keep it up !
It surely will! Thanks a lot for playing my game and sorry for issues you bumped in!
My pleasure ! Happy to help.
Levitation is the most important sigil, that is the truth and do not let anybody tell you otherwise.
But yeah, this factual statement aside, I had a lot of fun with this game. Dodging the guard towers, trashing some Dwarf factories, all good stuff. The procgen part of it felt very cohesive, like if I hadn't seen the Island is loading screen and you had told me these were pre-designed levels I would have believed it, great job on the generation algorithm there! I thought the terrain worked pretty well into the gameplay as well, e.g. finding space for sigils in mountaineous regions and making your way towards dwarf factories was a good challenge I think.
Graphics worked well with the 64x64 limitation, making it feel like a large island worked out pretty well, I would say. Music worked well too with the ruins and mysticism angle the game was going for. All in all fun game!
Oh, thanks you so much for good words! I am glad you liked my glad ^^
So this isn't going to be anything new because we talked in discord but frankly I find the actual procgen systems here extremely impressive on a technical level. The maps you're generating here look really natural and have a bunch of really immersive natural terrain features like hills and disconnected islands, areas of increased vegetation, lakes and ponds, and peninsulars.
The gameplay itself however is kind of difficult to understand. The dig function seems to oscillate between 1 pixel and an area and I'm not sure what the objective is.
However, the technical achievement of the procgen system, especially after you uploaded your fix is really something else. I think you focused pretty heavily on that component and really did a fantastic job building that system.
Nice work!
Thanks!
With permission of Jam host I updated the build with fixes for the long level generation.
Mostly I replaced random function that was constructed every time it called to a random struct with seed that initialized at the beginning. Also I added caching of the tile with lowest count of variants in the tile updates.
But major improvement was from disabling v-sync =\
While it did not make a magic for html version, the desktop build boosted from 2min of generatio to ~15seconds.
For fairness I did not touch any other known bug :) Hope you will enjoy my game without the unnecessary wait
Sorry but this game pushed my patience too far… generation takes a lot of time, then you get on land and in 2 steps you are dead without an apparent reason and you go back to generation that takes far too long. As a player it really pushes me back from trying back… After several attemps in a row, some that even got me somewhere inland, I could not take the 2 full minutes (timed it… 1.55) for each replay… a new level is “better” if your generation time is reasonable… Not doubting the game is amazing from the other comments, but it’s pretty unfair on the player. Won’t leave a rating as I really did not get to play it to it’s full potential
Thanks for your feedback!
I am sorry that my game caused you that much trouble and I totally agree that it is unfair to make player wait 2min between each attempt. If I have found that issue earlier, I would definitely fix it. I'll do my best to resolve it, though it certainly will be a parallel or post-submission update.
As for sudden death - I guess traps are not that vivid as I supposed they are. I will add additional screenshot with them to the game page, so other players will see what to expect.
Gave it a couple more runs… was nt just the traps that I guess I’ve not been able to identify so well, but also getting into the activation area of a tower firing on you so fast and precisely you almost instanly die… The game has potential, but difficulty needs heavy balancing and the waiting time fixed somehow. Good luck with it!
Thanks!
Amazing! took me a while to get the nack with digging the shapes using key points, and the cross hair was misaligned by 1 pixel :') but once I got that down it was pretty easy to complete with a good seed. I worked out how the power lines look on grass but not the traps ,':/ so I just assumed they were everywhere and spam jumped off them :')
\o/ my score. is -ve good?
It's a shame the generation speed isn't faster but it's SUUUPER impressive, really enjoyed working it out and beating it! :)
let me know if i missed anything, now ive got the hang of it i'd like to make sure i saw everything.
Wow, thank you for such a review!
I thought I fixed misaligned cross but I guess my fixed only partly worked :'(
Spam jumping is a good solution to any problem :D Plus you can cast levitation and just walk freely
Actually traps are quite vivid because they occupy 3x3 pixels, and all 3x3 pixels are different in color from the grass (though not too much).
The score is nice, you actually disarmed more than half of overall traps on the map. Have you broken any buildings by the shovel, or draw utilization sigil around as much as could?
Loading time was not a pleasant surprise right after the release build, because it did around x2 faster in editor. But the time was up. I think I know the possible bottleneck and update after review time finished, but generally wfc is not very fast by design ^^"
Yes! I pretty much hit every building I came across - just to hopefully break a tower nearby that I couldn't see, and then put utilisation circles around everything, I wasn't sure if I'd get more points if I sent an unbroken building or not.
I had to leave 2 buildings because I couldn't complete the utilisation sigil, some dug out squares wouldn't go back to grass and I waited while everything else cleared apart from those few ,':/ I think I chopped down a tree and that square wouldn't go back to grass? so it was just always in the way.
and it wasn't that the square was on a different level bc I figured that out - when you try dig but just 'whiff' bc you have to go up/down to the right level.
I wanted to make full utilization more rewarding but could not fit in scope. So breaking things and utilizing junk can get you a higher score for the junk.
I have not seen a bug with grass not growing up on tiles, will need to investigate. Thanks for reporting this
pros: Good relaxing Music.
Graphics are cool.
The gameplay is unique.
cons: Takes a really REALLY long time to load.
Overall. Cool game.
Thanks!
Sadly, after death level must be generated from scratch.
Yes, unfortunatelly level generation eats lot of time, but a new level every time is better